

//These variables are set only for a relative amount when comparing for skills.
stock const Int:g_iMaxLevel = 99;
stock const Int:g_iMaxStat = 299;

//Players current stats
enum PM_STAT
{
	STAT_NULL = -1,
	STAT_ATTACK,
	STAT_DEFENSE,
	STAT_SPECIAL,
	STAT_SPEED,
	STAT_HP,
}
stock const gPlayerStatNames[ PM_STAT ][] = {
	"Attack",
	"Defense",
	"Special",
	"Speed",
	"HP"
}

//Things saved for each Pokemon
enum PM_POKESTAT
{
	POKESTAT_NULL = -1,
	POKESTAT_POKEMON,
	POKESTAT_LEVEL,
	POKESTAT_XP,
	POKESTAT_XP_TYPE,
	POKESTAT_HP,
	POKESTAT_HP_EV,
	POKESTAT_ATTACK_EV,
	POKESTAT_DEFENSE_EV,
	POKESTAT_SPECIAL_EV,
	POKESTAT_SPEED_EV,
	POKESTAT_HAPPINESS,
	POKESTAT_IVS,
}
stock const gPokeStatNames[ PM_POKESTAT ][] = {
	"Poke",
	"Lvl",
	"XP",
	"XPt",
	"HP",
	"EVHP",
	"EVA",
	"EVD",
	"EVSP",
	"EVS",
	"Hpy",
	"IVS"
}

//#define LevelClamp(%1,%2,%3)       ( (%2) + ( ( (%3) * g_iPlayerPokemonStats[ %1 ][ PlayerGetInfo( %1, PINFO_ACTIVE_POKENUM ) ][ POKESTAT_LEVEL ] ) / ( g_iMaxLevel ) ) )
#define StatClamp(%1,%2,%3,%4)       ( (%3) + ( ( ( (%4) - (%3) ) * g_iPlayerStats[ %1 ][ %2 ] ) / ( g_iMaxStat ) ) )
#define StatChance(%1,%2,%3,%4)      ( ( (%3) + ( ( ( (%4) - (%3) ) * g_iPlayerStats[ %1 ][ %2 ] ) / ( g_iMaxStat ) ) ) >= random(101) )
